Using Augmented Reality to Create Empathic Experiences

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Information about Using Augmented Reality to Create Empathic Experiences
Technology

Published on February 27, 2014

Author: marknb00

Source: slideshare.net

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Keynote address by Mark Billinghurst at the IUI 2014 conference in Haifa Israel, February 27th, 2014.

Using Augmented Reality to Create Empathic Experiences Mark Billinghurst mark.billinghurst@hitlabnz.org The HIT Lab NZ, University of Canterbury February 27th 2014

Courtesy Matt Rettig, CMU

Processing Power Adapt Experience Operate

Beyond the Desktop

Intelligent User Interfaces   AI + HCI: User Interface involving some elements of Artificial Intelligence   Computer having model of user/domain   First IUI Conference in 1997   Readings in IUI (Wahster 1998)

  Microsoft Clippy (1997)   MS Office Intelligent User Interface

Intelligent User Interfaces

Multiple Intelligences   Frames of Mind: The Theory of Multiple Intelligences   Howard Gardner (1983)

Multiple Intelligences

Emotional Intelligence   Emotional Intelligence - Why it can matter more than IQ   Goldman (1995)   Identify, assess, and control the emotions  of oneself, of others, and of groups

Foundations of Emotional Intelligence

Empathy Empathy

Empathy vs. Intelligence   Intelligence: the power of one’s brain, divided into many categories and used in numerous ways.   Empathy: the power of one’s heart, expressing one’s true emotions with themselves, those around them, and their own world. 

IQ vs EQ?

Mirror Neurons   Neuron that fires both when an animal acts and it observes the same action performed by another   Giacomo Rizzolatti, Univ. of Palma (1980s/90s)

Empathic Computing 1. Computing systems that can understand your feelings and emotions 2. Computing systems that help you better understand the feelings of others

Affective Computing   Ros Picard – MIT Media Lab   http://affect.media.mit.edu

Appliances That Make You Happy   Jun Rekimoto – Univ. Tokyo   Smile detection + smart devices

Can we develop interfaces that allow us to be more empathetic to others?

  adsf

Empathy Computing Requirements  Basic Requirements  Making the technology transparent  Empathy Definition  Seeing with the eyes of another  Hearing with the ears of another  Feeling with the heart of another

Augmented Reality 1977 2008

Using AR for Empathy  Augmented Reality can:  Remove technology barriers  Enhance communication  Change perspective  Share experiences  Enhance interaction in real world

Communication Seams Communication Space Task Space   Technology introduces artificial seams in the communication (eg separate real and virtual space)

Removing Barriers: Shared Space   Face to Face interaction, Tangible AR metaphor -  ~3,000 users (Siggraph 1999)   Easy collaboration with strangers   Users acted same as if handling real objects Billinghurst, M., Poupyrev, I., Kato, H., & May, R. (2000). Mixing realities in shared space: An augmented reality interface for collaborative computing. In Multimedia and Expo, 2000. ICME 2000. 2000 IEEE International Conference on (Vol. 3, pp. 1641-1644).

Enhancing Face to Face Communication   AR Pad   Handheld AR device   AR shows viewpoints   Users collaborate easier   Show communication cues Virtual Viewpoint Visualization Mogilev, D., Kiyokawa, K., Billinghurst, M., & Pair, J. (2002, April). AR Pad: An interface for face-to-face AR collaboration. In CHI'02 extended abstracts on Human factors in computing systems (pp. 654-655).

Changing Perspective   CamNet (1992)   British Telecom   Wearable Teleconferencing   audio, video   Remote collaboration   Sends task space video   Similar CMU study (1996)   cut performance time in half

WACL: Remote Expert Collaboration   Wearable Camera/Laser Pointer   Independent pointer control   Remote panorama view

WACL: Remote Expert Collaboration   Remote Expert View   Panorama viewing, annotation, image capture Kurata, T., Sakata, N., Kourogi, M., Kuzuoka, H., & Billinghurst, M. (2004, October). Remote collaboration using a shoulder-worn active camera/laser. In Wearable Computers, 2004. ISWC 2004. Eighth International Symposium on (Vol. 1, pp. 62-69).

View Through Google Glass Always available peripheral information display Combining computing, communications and content capture

Ego-Vision Collaboration   Google Glass   camera + processing + display + connectivity

Current Collaboration on Glass   First person remote conferencing/hangouts   Limitations   Single POV, no spatial cues, no annotations, etc

Sharing Space: Social Panoramas   Capture and share social spaces in real time   Enable remote people to feel like they’re with you

Key Technology   Google Glass   Capture live image panorama (compass + camera)   Capture spatial audio, live video   Remote device (desktop, tablet)   Immersive viewing, live annotation

Capturing Space: Real World Capture   Hands free AR   Portable scene capture (color + depth)   Projector/Kinect combo, Remote controlled pan/tilt   Remote expert annotation interface

Remote Expert View

Capturing Behaviours   3 Gear Systems   Kinect/Primesense Sensor   Two hand tracking   http://www.threegear.com

Skeleton Interaction + AR   HMD AR View   Viewpoint tracking   Two hand input   Skeleton interaction, occlusion

Ghostman   Use AR to capture and overlay your actions into remote persons space   Eg remote therapy

Looking to the Future What’s Next?

Brain to Brain Control   Rajesh Rao, University of Washington   First Brain to Brain control

System Architecture

Scaling Up   Seeing actions of millions of users in the world   Augmentation on city/country level

AR + Smart Sensors + Social Networks   Track population at city scale (mobile networks)   Match population data to external sensor data   medical, environmental, etc   Mine data to improve social services

Research Challenges   How to convey emotion?   How to measure empathy?   Interface/interaction models?   How to communicate emotion?   Scaling up to city/country scale?

Conclusion

Harvard Grant Study   $20 million, 75 years study   268 Harvard graduates   456 disadvantaged people   Led by George Valliant   What makes us happy?   warmth of relationships throughout life have the greatest positive impact on "life satisfaction".

“The seventy-five years and twenty million dollars expended on the Grant Study points to a straightforward five-word conclusion: Happiness is love.  Full stop.”    George Valliant

Conclusions   Empathic Computing   Sharing what you see, hear and feel   AR Enables Empathic Experiences   Removing technology   Changing perspective   Sharing space/experience   Many directions for future research

More Information •  Mark Billinghurst –  Email: mark.billinghurst@hitlabnz.org –  Twitter: @marknb00 •  Website –  http://www.hitlabnz.org/

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